ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.120 by root, Thu May 3 09:39:56 2007 UTC

202 202
203 ob->remove (); 203 ob->remove ();
204 ob->map = 0; 204 ob->map = 0;
205 party = 0; 205 party = 0;
206 206
207 // for weird reasons, this is often "ob", keeping a circular reference 207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 208
210 players.erase (this); 209 players.erase (this);
211} 210}
212 211
213// connect the player with a specific client 212// connect the player with a specific client
230 ns->reset_stats (); 229 ns->reset_stats ();
231 230
232 /* make sure he's a player -- needed because of class change. */ 231 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 232 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 233 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 234
239 ob->carrying = sum_weight (ob); 235 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 236 link_player_skills (ob);
241 237
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
325 unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
326 322
327 savebed_map = first_map_path; /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
328 324
329 gen_sp_armour = 10; 325 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 326 bowtype = bow_normal;
332 petmode = pet_normal; 327 petmode = pet_normal;
333 listening = 10; 328 listening = 10;
334 usekeys = containers; 329 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 330 peaceful = 1; /* default peaceful */
1464 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1460 * op = the shooter
1466 * type = bow->race 1461 * type = bow->race
1467 * dir = fire direction 1462 * dir = fire direction
1468 */ 1463 */
1469
1470object * 1464object *
1471pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1472{ 1466{
1473 object *tmp = NULL; 1467 object *tmp = NULL;
1474 maptile *m; 1468 maptile *m;
1548 { 1542 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1544 return 0;
1551 } 1545 }
1552 1546
1553 if (op->type == PLAYER) 1547 if (player *pl = op->contr)
1554 bow = op->contr->ranges[range_bow]; 1548 {
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1555 else 1558 else
1556 { 1559 {
1557 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1561 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1562 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1567 if (!bow)
1565 { 1568 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1570 return 0;
1568 } 1571 }
1572
1573 // optimisation: move object to top so we will find it quickly again
1574 if (bow->below)
1575 {
1576 bow->remove ();
1577 op->insert (bow);
1578 }
1579
1569 } 1580 }
1570 1581
1571 if (!bow->race || !bow->skill) 1582 if (!bow->race || !bow->skill)
1572 { 1583 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1705{ 1716{
1706 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1707 1718
1708 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1709 { 1720 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1722 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1724 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1726 wcmod = -1;
1742 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1743 */ 1754 */
1744void 1755void
1745fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1746{ 1757{
1747 object *item; 1758 object *item = op->contr->ranged_ob;
1748 1759
1749 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1750 { 1761 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1763 return;
1753 } 1764 }
1754 1765
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1766 if (!item->inv)
1757 { 1767 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1769 return;
1760 } 1770 }
1771
1761 if (item->type == WAND) 1772 if (item->type == WAND)
1762 { 1773 {
1763 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1764 { 1775 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1814 1825
1815 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1817 make_visible (op); 1828 make_visible (op);
1818 1829
1819 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1820 { 1833 {
1821 case range_none: 1834 control_golem (op->contr->golem, dir);
1822 return; 1835 return;
1836 }
1823 1837
1824 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
1825 player_fire_bow (op, dir); 1846 player_fire_bow (op, dir);
1826 return; 1847 break;
1827 1848
1828 case range_magic: /* Casting spells */ 1849 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1851 break;
1831 1852
1832 case range_misc: 1853 case BUILDER:
1854 apply_map_builder (op, dir);
1855 break;
1856
1857 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0);
1860 break;
1861
1862 default:
1833 fire_misc_object (op, dir); 1863 fire_misc_object (op, dir);
1834 return; 1864 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1865 }
1858} 1866}
1859 1867
1860/* find_key 1868/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1869 * We try to find a key for the door as passed. If we find a key
1961 if (key) 1969 if (key)
1962 { 1970 {
1963 object *container = key->env; 1971 object *container = key->env;
1964 1972
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974
1966 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
1967 make_visible (op); 1976 make_visible (op);
1977
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1979 spring_trap (door->inv, op);
1970 1980
1971 if (door->type == DOOR) 1981 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1982 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2002 */ 2012 */
2003void 2013void
2004move_player_attack (object *op, int dir) 2014move_player_attack (object *op, int dir)
2005{ 2015{
2006 object *tmp, *mon; 2016 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2017 int on_battleground;
2009 maptile *m; 2018 maptile *m;
2010 2019
2011 nx = freearr_x[dir] + op->x; 2020 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2021 sint16 ny = freearr_y[dir] + op->y;
2013 2022
2014 on_battleground = op_on_battleground (op, 0, 0); 2023 on_battleground = op_on_battleground (op, 0, 0);
2015 2024
2016 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2097 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2107 if (op->contr->braced)
2099 return; 2108 return;
2100 2109
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2113 make_visible (op);
2105 2114
2106 return; 2115 return;
2107 } 2116 }
2450 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 } 2461 }
2453 2462
2454 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2456 { 2465 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2459 { 2468 {
2460 op->stats.sp++; 2469 op->stats.sp++;
3495 * not readied. 3504 * not readied.
3496 */ 3505 */
3497void 3506void
3498player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3499{ 3508{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3511
3512 if (pl->combat_ob == ob)
3513 pl->combat_ob = 0;
3514
3501 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3516 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3517}
3508 3518
3509sint8 3519sint8
3510player::visibility_at (maptile *map, int x, int y) const 3520player::visibility_at (maptile *map, int x, int y) const
3511{ 3521{

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines